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Author Topic: Graphical MUD game interface  (Read 663 times)
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Artimidor Federkiel
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« on: 24 August 2002, 10:19:00 »

I've talked with Nate that we should focus on integrating graphics into the MUD very soon, and we've finally decided to give this issue priority. With the graphics we'll have one more piece to add to a unique game experience.

Required for this step however is that we have a graphical game interface done, which will not only include a picture area, but also e.g. an area for a compass rose (where possibile directions will highlight) and a portrait area, as well as displays for hit points, mana etc.  - and some additional icons (backpack etc.).

We'd need some artists' help here - Faugar has already done a game interface, and Quellion has also done a special pic for the site layout, so we can have assistance here as well. It only needs to be drawn once, then it will always be present if you play the game. I guess having this game interface (giving us the possibility to integrate all other pics we have of landscapes mainly), can add a lot to the appearance of the game.

Well, at the moment we need to sketch on how this interface should look like (ideas and sketches welcomed!) - so I'll see if I can post a first proposal soon for general discussion.

I've also discussed an idea to support our artists with Nate, and we agree that this could be helpful as well to get commissions: I also that in case  we can add graphics to the MUD and it develops further and further, we could allow people to add their own character pics into the game (like a forum pic at ezBoard, but larger mayhaps). Because there are lots of players in the Sorren strategy game (=lots of potential customers), of course my main intention is to promote portrait drawing through Santharian artists for money. Well, only an idea so far, but maybe it can be of use eventually for all participants. People who commission portrait drawings not only will get their own unique identity in the game, but they as well will support the development of the MUD and the artists.


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Artimidor Federkiel
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« Reply #1 on: 25 August 2002, 05:58:00 »

Ok, I've made a first very rough version of a possible MUD screen, containing only the most important things. This should represent only a general orientation so far, so give comments please.

The items placed there are shamelessly stolen from Quellion and Faugar (and the compass rose is from Dungeon Siege), but it it should only give you first impression, not more.

You can click on the picture below BTW to view a 800x600 version to get an idea for this resolution..


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Edited by: Artimidor Federkiel at: 8/24/02 6:10:19 pm
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Myrik
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« Reply #2 on: 25 August 2002, 07:42:00 »

When I play a game the graphics may catch my attention, but there are several elements that keep me playing it for years.  Most are built into the game structure itself and are things like being able to build your own area inside the game, such as a house.  There are two ways a client contributes to this.  The first is by ease of use (not very clumsy), and the second feature is customizability.  I'm hoping the ealiases and macros will help with the customizablility a lot.  Buttons and meters on the screen could be "scripted" so various things control them.

I think the above image is forgetting about some things that would make the game easier and friendlier such as inventory, enemy condition, equipment, stats, skills, spells, quickbuttons, formation(group) stats.

I'm going to try to illustrate what I mean. In the next message.  But please try and figure out how we could add the things above and make it more customizable.

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Artimidor Federkiel
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« Reply #3 on: 25 August 2002, 08:36:00 »

Haven't I mentioned that it only contains a very first sketch, just that you can see in which direction it heads? That's all for now you can see.

There's mainly space left to the left and to the right of the textbox. Some things could also be handled by replacing the main picture (e.g. selecting different formations etc.) One after the other.


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Edited by: Artimidor Federkiel at: 8/24/02 8:55:10 pm
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Myrik
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« Reply #4 on: 25 August 2002, 13:11:00 »

I didn't mean at all what you had was bad.  This is more of what I was thinking, and since I did this I have thought about a couple of other things.  Like a map when in the wilderness.

Anyway here is an idea.  We could make it so that the compass is clickable.  Putting it right beside the send button would be convenient for this.  The skills bar at the left would swap out according to what left menues were selected.

Anyway click image for a larger version

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Myrik
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« Reply #5 on: 25 August 2002, 13:15:00 »

click here for psd

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Artimidor Federkiel
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« Reply #6 on: 26 August 2002, 07:07:00 »

Of course the compass shoudl be clickable, that's very important (and that the directions shoudl highlight). But where exactly is the map you are refering to?


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Tyrian Jadewalker
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« Reply #7 on: 26 August 2002, 15:03:00 »

i think he just means that there should be a map in the game that you can purchase or something and be able to bring up to see where you are and where you wanna go...

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Quellion
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« Reply #8 on: 27 August 2002, 06:22:00 »

No, I think Myrik is talking about the ascii map that appear next to the prompt when in the wilderness. In some MUDs you have to use the command "survey",to look at it. They look something like this:

^^^*****
^^^^^***
^^^O^**
-------**
___***

Being each character a room in the wilderness. * could be sea, ^ could be mountains, - plains, and O could be  a town or something.

Of course, being a graphics oriented MUD, the map could be made of tiles, and put on one side, not along the room description.

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Quellion
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« Reply #9 on: 27 August 2002, 06:46:00 »

One more thing, about the image with the mountains. How about a horizontal scrolling image. So if you look south the image scrolls smoothly until it points south. The picture should be seamless, of course, like the header for the site.

I've been thinking about it and doing some sketches of how could it work. Below is a topdown map, the x is the wilderness room where the player is. Brown are mountains, dark green are woods, light green are plains. The player is currently in woods, and north is up:



And other image for further explanation:



The final image displayed on the screen will be composed of layers. From bottom to top:

-Sky
-Sun, moon, stars
-Clouds
-Ground, horizon
-Far terrain, this would be the blue squares in the second pic
-Near terrain, the red squares.
-Actual terrain, the terrain the player is on

An example:



The black vertical lines show the span of a given direction view. The gray ones are the location of the far terrain.

We could start with generic terrains in day/night, summer/winter/autum?, and when that's done, maybe, add special pics for special places. Or add a dungeon, and town version of the system.

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Artimidor Federkiel
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« Reply #10 on: 27 August 2002, 07:03:00 »

*phew* Well, I also have concerns here about this idea, Quellion. It will also be extremely difficult to integrate, and each movement on the map would require complicated thoughts on what layers should be combined and how (and thousands of rooms make this an impossible feat if you ask me). Also doing it this way would mean even more work for the artists (you!) I assume than drawing standalone pictures. This system furthermore would make the places not unique anymore as many parts would be permanently used. Finally I think that certain perspective couldn't be realized at all this way. But if I take only one of your drawings and split it up, I have already 4-5 pictures, and some rooms will show the same pic if you are walking around in a region - so with one pic I can cover a whole village already. I think the easiest way to draw and program will also prove the most effective eventually. But this is only my personal opinion of course.


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« Reply #11 on: 27 August 2002, 08:43:00 »

Yes, I know it's a bit complex ;)

Oh well, less work for me, that's for sure :D  

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Myrik
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« Reply #12 on: 27 August 2002, 13:14:00 »

Actually I was thinking about a pixel by pixel representation of the zone.  Where each collor is a different room type.  Maybe a path is brown, grass is green, cities are black with an grey fence around them

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« Reply #13 on: 21 September 2002, 07:07:00 »

I think doing a different picture for each room, or anything like that would be very complex and hard.  It wouldn't bother me if we had no pictures at all.  But when/if you guys decide to do these unit portraits for example it would be good to have some consistancy and do unit pictures for all units.

That's just my idea.  I didn't explain the map thing very well.  The basic idea was to have a top view when in the wilderness only.  It wouldn't be used inside other zones since there is no coordinate system there yet.

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« Reply #14 on: 26 October 2002, 10:44:00 »

Sorry, I didn't mean to stop the development on this thing by mentioning a map or anything.  I have been thinking a bit about the design and I think maybe the background to this webpage might work well for the background around the controls in the game while playing.

We have just a few more weeks to work on The Lands of Sorren before focusing heavy on the mud once again.  I would like to see some client side improvements this time around.  Suggestions, graphics, project management assistence appreciated.

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